Triton Master of Waves

CreatureMOTp. 2452014

Medium humanoid, neutral

Armor Class
15 (natural armor)
Hit Points
105 (14d8 + 42)
Speed
swim 30 ft., 30 ft.
Challenge
8 (3,900 XP)
STR
16
+3
DEX
11
+0
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
19
+4
Saving Throws
Cha +7, Dex +3, Int +3
Skills
Nature +6, Survival +4, Athletics +6
Damage Resistances
cold; fire
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Primordial

Traits

Amphibious.

The triton can breathe air and water.

Summon Water Weird (Recharges after a Short or Long Rest).

As a bonus action, the triton magically summons 1d4 water weirds. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies.

Actions

Multiattack.

The triton makes two attacks using Wave Touch and casts ray of frost.

Wave Touch.

Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d10) cold damage.

Ray of Frost (Cantrip).

Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn.

Reactions

Frigid Shield.

When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 (2d8) cold damage.

Spellcasting

Innate Spellcasting.

The triton's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Raw data
{
  "ac": [
    {
      "ac": 15,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "8",
  "hp": {
    "average": 105,
    "formula": "14d8 + 42"
  },
  "cha": 19,
  "con": 16,
  "dex": 11,
  "int": 10,
  "str": 16,
  "wis": 12,
  "name": "Triton Master of Waves",
  "page": 245,
  "save": {
    "cha": "+7",
    "dex": "+3",
    "int": "+3"
  },
  "size": [
    "M"
  ],
  "type": {
    "tags": [
      "triton"
    ],
    "type": "humanoid"
  },
  "skill": {
    "nature": "+6",
    "survival": "+4",
    "athletics": "+6"
  },
  "speed": {
    "swim": 30,
    "walk": 30
  },
  "trait": [
    {
      "name": "Amphibious",
      "entries": [
        "The triton can breathe air and water."
      ]
    },
    {
      "name": "Summon Water Weird (Recharges after a Short or Long Rest)",
      "entries": [
        "As a bonus action, the triton magically summons {@dice 1d4} {@creature water weird||water weirds}. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The triton makes two attacks using Wave Touch and casts {@spell ray of frost}."
      ]
    },
    {
      "name": "Wave Touch",
      "entries": [
        "{@atk ms} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d10}) cold damage."
      ]
    },
    {
      "name": "Ray of Frost (Cantrip)",
      "entries": [
        "{@atk rs} {@hit 7} to hit, range 60 ft., one creature. {@h}13 ({@damage 3d8}) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn."
      ]
    }
  ],
  "resist": [
    "cold",
    "fire"
  ],
  "senses": [
    "darkvision 60 ft."
  ],
  "source": "MOT",
  "passive": 11,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "AOE"
  ],
  "reaction": [
    {
      "name": "Frigid Shield",
      "entries": [
        "When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 ({@damage 2d8}) cold damage."
      ]
    }
  ],
  "alignment": [
    "N"
  ],
  "languages": [
    "Common",
    "Primordial"
  ],
  "senseTags": [
    "D"
  ],
  "traitTags": [
    "Amphibious"
  ],
  "actionTags": [
    "Multiattack"
  ],
  "damageTags": [
    "C"
  ],
  "languageTags": [
    "C",
    "P"
  ],
  "spellcasting": [
    {
      "name": "Innate Spellcasting",
      "type": "spellcasting",
      "will": [
        "{@spell ray of frost} (see \"Actions\" below)"
      ],
      "daily": {
        "2": [
          "{@spell cone of cold}"
        ],
        "1e": [
          "{@spell fog cloud}",
          "{@spell gust of wind}",
          "{@spell wind wall}"
        ]
      },
      "ability": "cha",
      "headerEntries": [
        "The triton's spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:"
      ]
    }
  ],
  "hasFluffImages": true,
  "damageTagsSpell": [
    "B",
    "C"
  ],
  "spellcastingTags": [
    "I"
  ],
  "savingThrowForcedSpell": [
    "constitution",
    "strength"
  ]
}